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Nanako

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Everything posted by Nanako

  1. i like the open-ended lack-of-a-system we already have. I guess i'm not opposed to inventing a significant/majority sol faith, but don't make it a requirement. The fun of playing chaplain is to invent your own religion and preach it
  2. I've been training the new Vaurca intern in medical, he shadows me and learns about stuff. When it came to lunchtime, we had to settle for growing chanterelle mushrooms in the garden. But they're nowhere near K;ois visually, being that chanterelles are yellow and ribbonlike, whereas K'ois should be a bulbous white mushroom. Doesn't quite feel right
  3. Had a nice time tith Jack Stewart yesterday. He stood around medbay and helped our incapacitated staff through a crisis situation, being an honorary doctor as we coached him through procedures and made him fetch things. He was really awesome to have around, a literal lifesaver. +1 from me
  4. that sounds kinda backwards to me. That would make it so that monkies can sstill be used for powerlevelling, but not as a snack between fights. I think giving you useable blood, but not increasing your blood total (or only increasing it if it's below a certain limit) would be better. then monkeys can be food to refule, but there's nothing tl learn from them and they cant get stronger
  5. this sounds fun. you sound like a fun vampire <3
  6. Anyone who's worked in medical, and spied there way through the records, will notice that medical records have a lot of fields which are rarely or never used. Example down below: It has sections for Minor and major disabilities, diseases, and a Mental Status field. All of which can only be edited in-game, by people with access to the records. And as such, nothing can ever be put in these fields which persists between rounds. This often results in people dumping a huge torrent of information into the only part of it they can edit during character creation, the Important Notes section But these fields SHOULD be used. We have many crewmembers with prosthetic limbs, people who need glasses, people with misisng limbs or in wheelchairs, people with prescriptions for chronic pain, and one notable detective with COPD who requires dexalin. All of these things should be listed in the above fields, but instead they get dumped into the notes section. This seems silly. So what i'm proposing is, give us a way to edit the other fields during Character Setup (ie, in the lobby, outside of a round), and input information there about our characters' diseases, disabilities, and special needs, which will persist across rounds. Giving the ability to set the mental status that way would be good too, employees marked as *Watch* would probably still be allowed to work, they should just be given special attention and consideration.
  7. Spiders and carp are awesome, i like the damage they do, and the casualties they bring in. However they do get a bit repetitive, and a lot of people know how to deal with them. This thread is a proposal for another type of random monster that could be generated instead of those sometimes, to throw a new challenge at things. The energy crystal would come aboard in random spots, similar to the spiders. And much like the spiders, it would start in a weak, not-very-dangerous state, but gradually grow up, get stronger, and pose a significant threat. A crystal will have an internal Lifecycle counter, which builds up as they absorb power from wires (at a rate of 1 point per Kw per second), or in large chunks if they're fired at with energy weapons. They will also absorb a lot of power if they run into shocked doors Stage 1: The energy crystals would appear as small, floating blue crystals, and during this time they would emit radiation, irradiating any crewmembers nearby. The closer you are, the worse it is. But radiation is not a huge threat, and this allows you to just bash it to death with whatever is at hand, and then go to medbay afterwards. During this stage, the crystals would seek out the nearest wire, and start drawing power from it. They need power to become stronger. Each crystal could draw up to 50Kw from the network, and would increase the load on the nearest upstream SMES appropriately, allowing a smart engineer to locate them. During all stages, the energy crystals will be immune to any energy weapons. Firing laser guns or tasers at them will not hurt them, they'll absorb the power instead, and reach maturity faster. They can only be killed with physical trauma, from ballistic guns or simply whacking them with things. Stage 2: After gathering enough power, the crystal will reach stage 2, and burst into flames. This will cause them to raise the temperature of the room, and inflict burns on anyone that comes near them. In this stage they'll seek out people to attack and burn them, much like spiders bite people. The heating of the air will probably trigger atmospheric alerts, enabling them to be located more easily. Stage 3: If left too long to gather even more power, they will reach stage 3, and start burning with a much larger, hotter fire. Atmospheric alerts at this point will be inevitable and near-instant, as they superheat any room they're in. During this stage, EVA suits or firesuits are recommended for taking them on, personnel not suitably equipped will suffer badly from the heat. In stage 3, the crystals will roam looking for victims, and will be able to melt through airlocks in their way by standing near them for about 30 seconds In both stage 2 and stage 3, the crystals can be weakened by using methods to extinguish fire. When deprived of oxygen or sprayed with water, their lifecycle bar will decrease, and de-evolve them until they drop back to the flameless stage 1. What's the purpose of this? I want to see a slightly different random-monster experience. This kind of creature would engage all departments in it's dispatching. Security will need to arm up with ballistic weapons and hunt them down, Medical will need to prepare for radiation and burns, which are two of the least-common injury types, giving us a bit more variety in doctoring work Engineering can monitor the power system to locate them, and a smart atmospherics tech can vent rooms to help deal with them. and science can build Ripley mechs, and freeze rays, to provide high tech means of combatting them. A firefighter ripley with a drill would make short work of stage-3 crystals, providing some reason to build this rather under-utilised mech.
  8. Two surgery rooms is not just a quality of life improvement,, it's an RP improvement. It allows a larger staff to work together and more efficiently. IF we only have one surgery room, not only can we only do one surgery at a time, but we can also only use one surgeon at a time. Which means a bigger portion of a large medical staff is sitting around with nothing to do, even though they have patients to treat. It also means that patients who need surgery, are going to be spending a whole lot more time lying around in medical waiting for their turn, which is pretty boring, many people are eager to get back to work ASAP. Medical treatment is already of some questionable usefulness when there's the option to just let people die (or kill them) and then clone them. Its more RP and ruiles that are stopping us doing that now, not gameplay balance. The doctors are having less fun. the patients are having less fun It'll suck a bit of joy out of the game for everyone, you're removing fun. That's my biggest gripe here What are we gaining in return? What's your justification for this? Do you feel that medical is overpowered and needs to be nerfed? Is this about game balance? Antagonists might appreciate being able to takepeople out of commission for longer, are you wanting to make things easier for them? Even still they tend to just murder, and lack of a surgery room won't change that Why not have half as many guns in the armoury too. Or make engineering not have enough multitools and insulated gloves for everyone. These would have a similar effect, hurting people more than affecting the game as a whole what's your design goal here?
  9. I love Hayden <3
  10. 1138 is right. This is exactly what we already have. It's too slow. By the end of the shift people are starving, but they're also calling the transfer shuttle, so they don't bother with eating and just head out starving. The chef gets no attention all shift,and half the station will never visit the kitchen
  11. I agree,i've thought of this idea a few times myself, too As an alternative idea though, considering we have three spawning methods, it might be interesting to assign a hunger level to each. If you wake up from cryo,you've probably been sleeping without food for some time, maybe months. you should be starving.
  12. I like the idea. I'd really like to see some way for department heads to promote someone to this position without personnel assistance, too though
  13. these seem like fun ideas, i'd start carrying a rescue ball around for sure
  14. What the heck man? Did you consider discussing it with any of the medical players, perhaps? A deconstructed room is not good enough. Engineering will constantly rebuild it every round for a little while, then all the engineering players will get bored of the repetition, and then it'll never get built at all. One stuck away in a specialist office where not everyone can access it, is no good either. There are plenty of dual-surgeon teams who often work together in medbay, split the work between then, and RP conversations about it afterwards. You're just ruining their game. This is just dumb, don't kneecap a perfectly functional department because you think it'd be more interesting. Medical is one of the few departments that's already interesting, fairly well balanced, and doesn't generate tons of complaints for the admin team. Don't fix what isn't broken, there's plenty that IS broken for you to work on. Just give us our two ORs and leave us alone
  15. I thought i answered this earlier but just to clarify, seven of the eight possible results for secrets are antags. The one which doesn't have an antag is an anomaly. You seem to be trying to divorce the concept of gamemode and antagonist. Did you miss that most gamemodes are actually named after the antag they contain? Changeling, cult, vampire, etc. Gamemodes do very little aside from selecting which antag the round will have, As far as i'm aware revolution is the only one that can select a protagonist, or indeed select anything at all besides an antag.
  16. i disagree. for one, the cafeteria;/bar IS fun, it's the designated place to gather and RP with people, more traffic to it means more opportunites to interact. If you really don't want to talk to someone, i suippose you could juist steal a burger off the counter and walk out As for the annoyance of dying because of it? Well that's a matter of preparation. as a security officer you might die if your taser runs out of charge, or you don't repair your hardsuit between conflicts. As a nurse i've seeen patients die because nobody prepped the OR rooms with IVs, or made dexalin plus to prevent them suffocating. Preparing in order to do your job effectively is a neccesary part of gameplay, and if yours is one where collapsing in the field could kill you or someone else, then it'd be a good idea to carry a snack with you
  17. a chore? how so? I rather enjoyed my time as a nursing intern. learning is an interesting experience If they don't have the patience to learn and do their job well, why are they here? There's plenty of other servers where they can pick Captain on their first day of playing, decree that some animals are more equal than others, and die to a revolutionary lynch mob. Also, head of security seems like one of the most commonly picked command roles. I often see one in lieu of others, even (and especially) on deadhour rounds. When you're new, people teach tyou. at least, they do if they're good. people taught me, and i learned from them Then they make and play antoehr character, same thing i have to do to play engineer This, is actually t good point. On this part, i've been short sighted, i don't want to make deadhour rounds harder. I do still like the idea though. I suppose a workaround would be automatically (and temporarily) lifting the roleban if that role has nobody playing it after the first 5 minutes of the round If there's even one officer on, they can take interim command and direct the cadets We are getting a bit off topic here, perhaps i should make a new thread to has out this idea. But as to the OP suggestion, i vote no, for reasons already stated.
  18. two surgery rooms isn't enough. the idea of reducing it to one is ludicrous. deifnitely support dreamix what's up with you?
  19. I agree, this tension is what makes a lot of thigns fun But there's also the point that some people just are, or roleplay as, assholes. And enjoy upsetting others and getting a rise out of them. There's a lot of possibilities already in an antag round, to falsely suspect people because of aggressive or suspicious behaviour. i don't think removing extended from the rotation would change that tension much And remember that for every wierd normal player, there's an intelligent psychopath antag. While you're watching the crazy pastor who's trying to form a jonestown style cult in the chapel, your virologist is a traitor with a hostage tied up and being tortured in his lab
  20. i'd rather see a slightly more complex solution. Allow them to eat monkeys and other lower life, but give them a hard limit on the total amount of blood/evolution they can extract from those across a round. Monkeys seem like a good starting prey, you just shouldn't be allowed to powerlevel very far on them
  21. Are you that tajaran with the absurdly long name? He's cool. those people shouldn't be allowed to play officer at all imo, since security is the most desired department, i'd be happy to see new players stuck at cadet only until the head of security manually promotes them, or they get whitelisted. I get what you're doing and i respect it. I played as Nursing Intern Nanako for weeks on end, i only decided to promote when other people thought i was ready for it, and started recommending it. I'll probably do the same with moving up to doctor, and possibly cmo.
  22. I'm sure everyone knows by now that i love complexity. So overly complex hunger idea coming in, fair warning I'd like to see a system which tracks a few things: 1, Eating food shouldn't just decrease your hunger value. it should go into your stomach, and from there be metabolised slowly to decrease your hunger. in real life it takes some time (the common saying is 20 minutes, though i don't think its really that much) for you to stop feeling hungry, after you eat. 2. The rate that hunger ticks at, should be dependant on what you're doing. If you're fiddling with consoles and chemicals, it should be slow. If you're dashing around the medbay dragging patients with you, constructing things, fighting, or steading your muscles to perform precise surgery, it should tick a lot faster. Thus engineers, nurses and security would have more need to eat than scientists. In all cases, even the sedentary workers should still have a significantly faster hunger tickrate than they do now When you're sleeping, or SSD, the rate would be very slow (pretty much like how it is now) 3. being hungry should actually do something. At light levels of hunger (green indicator) it should just give you a nagging message every now and then, picked from a random selection(your stomach rumbles, you feel peckish, you could go for something to eat about now) At moderate hunger levels, it needs to have a mechanical effect. the most logical thing i can think of is slowing you down. Decrease your movespeed by 10-20%. The nag messages should also get more frequent and more serious ('You feel less energetic, you should eat something', 'hunger is slowing you down', 'you should really get some food soon'). This would affect active people enough to make them go eat, although scientists cloistered away in their labs would probably still ignore it, that's fine and pretty in character really. It should also reduce your natural healing rate to about half of normal At extreme hunger levels (red indicator), the effects should start to get really serious. First of all you should periodically take a little trauma damage, which would alert medics to your condition and make us nag you too. Maybe just 1 point of damage per minute or something. Natural healing would be completely disabled while starving, any damage you suffer is not going away without treatment It'd make you get dizzy sometimes, causing the screen to shake around Occasionally you'd get a potentially disastrous "You space out for a moment, and drop [item] from your hand". And an occasional passing out. Just ("You feel faint") and then you're on the floor for a little while, maybe a minute at most, but enough to annoy you, This would continue until you get some food, or eventually fall permanantly unconscious after accumulating enough damage to hit critical 4. Overeating should have a penalty too. Your stomach should have a certain capacity, and could fill up to 150% of that capacity, with anything over 100% being overeating and making you bloated, slowing you down for a while until stomach contents are metabolised to under 101% Trying to eat even more over 150% would cause immediate vomiting, regurgitating 30-70% of stomach contents and making a huge mess
  23. Mr Jonson is an engineer i've met often, he's always in medical for something or other, and is pretty darked good at his job. I appreciate, and agree with the sentiment that engineering is understaffed, and i'd love to see your plan in action. you sound like the chief engineer we need. +1
  24. at peak times, sure. During lower population rounds, it starts bringing up odd questions. Why do we need such a large security force, if everyone just does their jobs and acts properly. Why do we need specialist EMTs, surgeons, and chemists, when one doctor with shipped-in medkits and a scanner bed can fill everyone's medical needs quite well. Why do we need an engineering team, when one man can setup the engine and go to sleep for the rest of the shift. a round falls into sameness and boredom without some source of conflict to generate problems for people to solve, and work for them to do
  25. Well nuke ops isn't active, as far as i'm aware, but i assume you were picking it as a random example. I believe extended is an abnormality, and a different case, because of the lack of antags. What do you think will happen to wizard mode if it's removed from the secret rotation? I can tell you, it'll go the same way as ninja mode. There, but forgotten, never touched by anyone, nobody can build up enough popular support to vote for it. Cult and traitor might have a chance if they were cut loose, but most antag mods, without being in the secret rotation, would just be dead and unused. Extended isn't like that, it's regularly specifically voted for. Removing it from the rotation won't kill it off, it'll just remove a source of significant annoyance
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